Use case: stylized-concept. Asset type: actual small top-down JRPG map character sprite, single idle frame, transparent background. Reference image 1 is Ganoes's character design sheet: keep the same black hair, child age twelve, slate-blue tunic with brown edging, plain belt, brown trousers and dark ankle boots. Reference image 2 is the environment palette reference only. Create ONE south-facing idle sprite for an overhead/top-down 2D role-playing game. The camera looks DOWN at the child at a typical JRPG oblique overhead angle: visible crown of head and shoulders, shortened torso and feet seen from above. He faces the bottom of the image. This must read as a small walkable map unit, not as a portrait, character illustration, side-view platformer figure or full-scale turnaround. STRICT LOW-RESOLUTION DESIGN: design on a 32 pixel wide by 48 pixel tall virtual canvas, shown enlarged with perfectly crisp uniform pixel blocks. Use a sprite about 24 pixels wide and 40 pixels tall, centered with clear transparent padding. Child proportions with relatively large head, compact body, simple hands and feet; neutral feet-apart idle stance. Face uses only a few pixels; no detailed pupils, eyelashes, realistic facial shading, texture speckling or thin hair strands. Black hair as a few bold clusters, slate-blue tunic as 3-4 shades, brown trousers and boots as simple shapes. Deliberate stepped outlines, very restrained dark outline, clear silhouette, no antialiasing, no gradients, no painterly texture. Approximately 20-28 visible colours for the whole sprite. Every meaningful feature must survive reduction to exactly 32x48 pixels. Output a portrait canvas with aspect ratio 2:3, one full-body sprite only. True transparent background, no floor, no shadow ellipse, no backdrop, no grid, no frame, no text, no swatches, no extra views or accessories. No armour, cloak, weapons or insignia. Preserve character identity and costume from the design reference, while simplifying them drastically for the actual game sprite.